Hedonites of Slaanesh – Infernal Enrapturess, Herald of Slaanesh
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WARSCROLL

Infernal Enrapturess, Herald of Slaanesh

Maestros of discordance, Infernal Enrapturesses fill the battlefield with screams of pain and unrestrained elation. They are virtuosos among Slaanesh’s infernal choir, towards whom the Dark Prince’s daemonic legions are drawn.
MISSILE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Heartstring Lyre: Cacophonous Melody
Heartstring Lyre: Cacophonous Melody18"63+4+-11
Heartstring Lyre: Euphonic Blast
Heartstring Lyre: Euphonic Blast24"12+3+-3D3
MELEE WEAPONSRangeAttacksTo HitTo WoundTo WndRendDamageDmg
Ravaging Claw
Ravaging Claw1"33+4+-11
PITCHED BATTLE PROFILE

Unit Size: 1      Points: 140
Battlefield Role: Leader
Base size: 60 x 35mm
Notes: Single

DESCRIPTION

An Infernal Enrapturess, Herald of Slaanesh is a single model armed with a Heartstring Lyre and Ravaging Claw.

ABILITIES

Discordant Disruption: An Infernal Enrapturess can play discordant music that is so intense it causes physical harm to those that are attuned to magic.
Re-roll successful casting rolls for enemy WIZARDS that are within 24" of any friendly models with this ability. In addition, if the re-rolled casting roll is a double, that WIZARD suffers D3 mortal wounds after the effects of the spell (if any) have been resolved.

In addition, this model can attempt to dispel 1 endless spell at the start of your hero phase in the same manner as a WIZARD. If it does so, add 1 to the dispelling roll.

Versatile Instrument: An Infernal Enrapturess can quickly switch between playing a swift medley of short notes or a single massive blast of sound.
Before attacking with a heartstring lyre, choose either the Cacophonous Melody or Euphonic Blast missile weapon characteristics for that shooting attack.

KEYWORDS
CHAOS, DAEMON, DAEMONETTE, SLAANESH, HEDONITE, HERO, HERALD OF SLAANESH, INFERNAL ENRAPTURESS
19.1 Casting Spells
In your hero phase, you can attempt to cast spells with friendly WIZARDS. You cannot attempt to cast the same spell more than once in the same hero phase, even with a different WIZARD. In order to attempt to cast a spell, pick a friendly WIZARD, say which of the spells that they know will be attempted, and then make a casting roll by rolling 2D6. If the casting roll is equal to or greater than the casting value of the spell, the spell is successfully cast.
14.5 Mortal Wounds
Some attacks, spells and abilities cause mortal wounds. Do not make hit, wound or save rolls for mortal wounds. Instead, the damage inflicted on the target is equal to the number of mortal wounds that were caused.

Mortal wounds caused while a unit is attacking are allocated at the same time as wounds caused by the unit’s attacks: after all of the unit’s attacks have been made. Mortal wounds caused at other times are allocated as soon as they are caused. Mortal wounds are allocated in the same way as wounds and are treated in the same manner as wounds for rules purposes.
19.3.2 Dispelling Endless Spells
At the start of the hero phase, each player can attempt to dispel 1 endless spell with each friendly WIZARD and friendly PRIEST. The player whose turn is taking place makes all of their dispelling attempts first. If a WIZARD attempts to dispel an endless spell, they can attempt to cast or unbind 1 fewer spell in that hero phase. If a PRIEST attempts to dispel an endless spell, they can chant 1 fewer prayer in that hero phase. The same player cannot attempt to dispel the same endless spell more than once per phase.

To attempt to dispel an endless spell, pick 1 endless spell that is within 30" of a friendly WIZARD or friendly PRIEST and that is visible to them. Then make a dispelling roll by rolling 2D6. If the roll is greater than the casting value of that endless spell, it is dispelled and removed from play. An endless spell cannot be summoned again in the turn that it is removed from play.
13.1.1 Shooting Attacks
When a friendly unit shoots, you can make shooting attacks with any of the missile weapons the models in the unit are armed with that they are allowed to use (including missile weapons used by mounts).

The target of a shooting attack must be within a number of inches of the attacking model equal to the Range characteristic of the weapon being used to make the attack. The range must be measured to the closest visible model in the target unit (if you are unsure whether a model is visible, stoop down and take a look from behind the shooting model). Models can see through other models in their unit.

Some missile weapons have a Range characteristic with a minimum range (e.g. 6"-48"). Units wholly within the minimum range cannot be targeted with these weapons.
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